Stefan Dösinger : wined3d: Fall back to drawStridedSlow if fog coords are used.
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Aug 23 07:26:02 CDT 2007
Module: wine
Branch: master
Commit: 98bc83be7c1b24fdbebcd0b6e01cf4b936478a95
URL: http://source.winehq.org/git/wine.git/?a=commit;h=98bc83be7c1b24fdbebcd0b6e01cf4b936478a95
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Aug 14 02:31:10 2007 +0200
wined3d: Fall back to drawStridedSlow if fog coords are used.
---
dlls/wined3d/drawprim.c | 19 ++++++++++++++-----
dlls/wined3d/state.c | 31 +++++++++++++++++++++----------
dlls/wined3d/wined3d_private.h | 1 +
3 files changed, 36 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 0d4f1e2..3a47912 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1050,13 +1050,22 @@ void drawPrimitive(IWineD3DDevice *iface,
if (numberOfVertices == 0 )
numberOfVertices = calculatedNumberOfindices;
- if(!This->strided_streams.u.s.position_transformed && !use_vs(This)) {
- if(This->activeContext->num_untracked_materials &&
- This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
- IWineD3DVertexBufferImpl *vb;
-
+ if(!use_vs(This)) {
+ if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
+ This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
FIXME("Using software emulation because not all material properties could be tracked\n");
emulation = TRUE;
+ }
+ else if(This->activeContext->fog_coord && This->stateBlock->renderState[WINED3DRS_FOGENABLE]) {
+ /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
+ * to a float in the vertex buffer
+ */
+ FIXME("Using software emulation because manual fog coordinates are provided\n");
+ emulation = TRUE;
+ }
+
+ if(emulation) {
+ IWineD3DVertexBufferImpl *vb;
strided = &stridedlcl;
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index fb060c5..20a7fa5 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -803,9 +803,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
fogend = 0.0;
}
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
context->last_was_foggy_shader = TRUE;
}
@@ -843,9 +844,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
}
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
}
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
@@ -862,9 +864,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
break;
}
@@ -873,9 +876,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
break;
}
@@ -884,9 +888,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
if(!context->last_was_rhw) {
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
break;
}
@@ -897,8 +902,11 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
* Same happens with Vertexfog on transformed vertices
*/
if(GL_SUPPORT(EXT_FOG_COORD)) {
- glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
- checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
+ if(context->fog_coord == FALSE) {
+ glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
+ checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
+ context->fog_coord = TRUE;
+ }
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
fogstart = 0xff;
@@ -920,27 +928,30 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
case WINED3DFOG_EXP:
glFogi(GL_FOG_MODE, GL_EXP);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
break;
case WINED3DFOG_EXP2:
glFogi(GL_FOG_MODE, GL_EXP2);
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
break;
case WINED3DFOG_LINEAR:
glFogi(GL_FOG_MODE, GL_LINEAR);
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
- if(GL_SUPPORT(EXT_FOG_COORD)) {
+ if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
+ context->fog_coord = FALSE;
}
break;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 29bd24d..73d13cc 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -518,6 +518,7 @@ struct WineD3DContext {
GLenum untracked_materials[2];
BOOL last_was_blit, last_was_ckey;
char texShaderBumpMap;
+ BOOL fog_coord;
/* The actual opengl context */
HGLRC glCtx;
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